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Keeping The Empire Out Forever v 2 0

    Deck ID: 16713

    Author: Mason "Palleon" Johnson

    Title: Keeping The Empire Out Forever v 2 0

    Side: Light

    Date Published: 2001-06-13

    Description:
    Extremely solid QMC that drains, battles, retrieves, and wins.

    Rating:
    4.5

    Cards:

    'Starting(7)

    Quiet Mining Colony/Independent Operation

    Bespin

    Cloud City Guest Quarters

    Heading For The Medical Frigate

    Keeping The Empire Out Forever

    Squadron Assignments

    Battle Plan


    Characters(18)

    EPP Luke x2

    EPP Obi x2

    EPP Han

    Captain Han Solo

    Qui-Gon Jinn

    ECC Chewie

    ECC Lando

    EPP Leia

    Padme Naberrie

    Corran Horn

    Dash Rendar

    Wedge Antillies, RSL

    Tawss Khaa

    Ten Numb

    Elyhek Rue

    Pucumir Thryss


    Starships(6)

    Home One

    Millenium Falcon

    Outrider

    Red Squadron 1

    Blue Squadron 5

    Red 7


    Interrupts(17)

    Fall of the Legend x2

    Throw me another Charge

    Path Of Least Resistance x2

    Dodge x2

    Rebel Barrier x2

    Power Pivot

    Off the Edge x2

    Narrow Escape

    Run Luke, Run

    Stay Sharp (Tech)

    Houijix & Out of Nowhere

    SATM & Blaster Proficiency


    Effects(5)

    Cloud City Celebration x2

    Menace Fades

    Bacta Tank


    Locations(4)

    Cloud City West Gallery

    Cloud City Carbonite Chamber

    Cloud City Lower Corridor

    Bespin Cloud City


    Weapons(4)

    Intruder Missle x2

    X-wing Laser Cannon

    Qui-Gon’s Lightsaber '

    Strategy: '

    @@@@@@@@@@@Edit Start Menace fades not battle plan + there are 4 effects not 5


    Playing Take control of Bespin early, and then turn to contolling the ground. Get your Run away cards in your hand, and Start draining and Celebrating. This deck drains for about 6 a turn, 9 if you have Pucimir Tryrss down. It retrieves three a turn, and it makes opponet pay three for each of their drains, and it cancels their bonuses. If they come to you set up a path/run luke run/SATM beatdown. Clear them out of coud city and continue draining and retriving. Great drain and retrivel potential.


    The Cards


    Off the Edge + Tackable 6’s You guys all know this track the six and retrieve 5 with a destiny one character.


    Stay Sharp This card is totally tech. Take out a starship early, or just add seven to your power with an intuder missle. + it’s a used interrupt.


    Blue 5 + Ten Numb Deploys for 2 and has 6 power, put a Imissle on it and Fire your X cannon’s first and your weapon deatiny is + 7 track you destinies and you can hit the executor Great for holding the system, awesome combined with stay sharp and power pivot


    Matchups


    Huntdown If their podracing race with anikins pod and if you lose just retrieve all your force back with edges + celebration. Keep luke on table to stop visage, and just keep the drains and retieval going, and you should win.


    BHBM Give them luke. Run away from their Battles then set up a beatdown. Retrieve any force you lose, and drain them for tons. Shoot down any ships that come near, and don’t make any mistakes, and you should win.


    You May Start Your Landing Their drain bonuses are cnacelledm retrieve all you lose with Celebration, and drain for tins while they drain for nothing. Their walkers can’t battle at interior sites so no worries. Easy win if you don’t let them take the system. COntorl of the system is key It’s easy with the weapons, Power Pivot, Power, Stay Eharp, Etc.


    TDIGWATT Take the system away from them, and set up the beatdown, run away from battles drain, and retrive. They won’t be able to spred for dark deal because of the beatdown, and they won’t have CC Occ because you have the system. Tough game, but if you play samrt you can win.


    Improved now with more retrieval potential.


    Thanks for Reading and Reviewing '

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